Barbarian
Base Class: Barbarian

Most barbarians are seen clad in animal hides and skins, outfitted with the largest, most devastating weapons available. A select few instead choose to wear leaves and fight with fruit.

Typically only the "fruit goblins" of the Merkezi Isles walk the path of the fruitarian, but any odd individual who looks to harness the martial potential of fruit may move in this direction.

Path of the Fruitarian Features

Barbarian Level

Feature

3rd Feral Fruit Fighting
6th Magical Fruit
10th Devilish Ferality
14th Unstoppable Rage

Feral Fruit Fighting

Starting when you choose this path at 3rd level, you both unlock the secret art of fruit warfare and begin to unleash your feral nature. You may wield any piece of fruit as an improvised melee weapon with the thrown property and add your proficiency bonus to attacks made with it. By default, on a successful hit, a piece of fruit deals damage equal to 1d4 + your Strength modifier, and can be thrown with a normal range of 20 feet and a long range of 60 feet. Fruit with (relatively) more weapon-like shapes or greater mass may have more favorable properties, as determined by the DM.

Additionally, while raging, you gain a bite attack. Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you may attempt to grapple the creature as part of the attack, provided your target is no more than one size larger than you. You may not use your bite attack against other creatures while you have a creature grappled this way.

Magical Fruit

At 6th level, you become blessed by... something... that causes any attacks you make with fruit to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, your fruit become a font of magical healing for yourself. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your barbarian level.

As a bonus action, you can heal yourself, spending dice from the pool and consuming a whole piece of fruit in your possession as part of the bonus action. The maximum number of dice you can spend at once equals your Constitution modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. You must have fruit to consume to use this ability, and the fruit must have been in your possession for at least 1 minute.

Your pool regains all expended dice when you finish a long rest.

Devilish Ferality

Starting at 10th level, your feral nature takes on an infernal form.

You get a +1 bonus to attack and damage on attacks made with fruit, and fruit you wield are treated as +1 magic weapons. Additionally, you gain resistance to fire and poison damage, and gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Unstoppable Rage

Beginning at 14th level, the feral energy that fuels your rage allows you to shrug off fatal blows.

While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

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